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Why Worldbuilding is Bad
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<blockquote data-quote="Lanefan" data-source="post: 7415314" data-attributes="member: 29398"><p>To be fair, while the town and dungeon might have been the only things written up in the module there was always an assumption that there was more "out there", if for no other reason than most of the early dungeons were either implicitly or explicitly set in either Greyhawk or Blackmoor (or City State... for Judges' Guild stuff).</p><p>The authors of the modules already by and large had a setting behind them and so they didn't need to (re-)create it. That they didn't refer to it much if at all in the modules (notable exception: X1 Isle of Dread) just left each DM free to use her own ideas for what filled in the blank bits between dungeon sites.</p><p>Unless you were running a campaign set entirely in a single mega-dungeon, some worldbuilding would end up being inevitable as the campaign went along. Sure, you could keep it to a minimum if you liked, but it would still be there:</p><p></p><p>- what's the terrain etc. like between the Hill Giant Steading and the Glacial Rift?</p><p>- the Village of Hommlet doesn't have the supplies we need, where else can we go to acquire them?</p><p>- where is Restenford (L1 Bone Hill's town) in relation to the borderlands keep?</p><p></p><p>And so on....</p><p></p><p>Only until you hit questions like my examples above; and those questions can be self-asked by the DM or asked of a DM by the players.</p><p></p><p>Obviously you don't need volumes of work to give the answers you need, but you need something - even just a knocked-off map on a scrap of paper.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7415314, member: 29398"] To be fair, while the town and dungeon might have been the only things written up in the module there was always an assumption that there was more "out there", if for no other reason than most of the early dungeons were either implicitly or explicitly set in either Greyhawk or Blackmoor (or City State... for Judges' Guild stuff). The authors of the modules already by and large had a setting behind them and so they didn't need to (re-)create it. That they didn't refer to it much if at all in the modules (notable exception: X1 Isle of Dread) just left each DM free to use her own ideas for what filled in the blank bits between dungeon sites. Unless you were running a campaign set entirely in a single mega-dungeon, some worldbuilding would end up being inevitable as the campaign went along. Sure, you could keep it to a minimum if you liked, but it would still be there: - what's the terrain etc. like between the Hill Giant Steading and the Glacial Rift? - the Village of Hommlet doesn't have the supplies we need, where else can we go to acquire them? - where is Restenford (L1 Bone Hill's town) in relation to the borderlands keep? And so on.... Only until you hit questions like my examples above; and those questions can be self-asked by the DM or asked of a DM by the players. Obviously you don't need volumes of work to give the answers you need, but you need something - even just a knocked-off map on a scrap of paper. Lanefan [/QUOTE]
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